Reality warps around Edgard and the location at which they want to trave to. A pitch-black shimmering portal appears behind Edgard whenever this ability is activated. The portal appears to be similar to glass breaking and there be swirling black gasses on the other side. As Edgard enters the portal, he shatters the already marred glass barrier until it breaks. When doing so, black wispy tendrils grab Edgard to pull him in and push him out the exit. Anyone within 2ft of the portal entrance or exit can hear eldritch wisps enticing others to come into the portal.
Expend a point of Battery and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Reality warps around edgard and the location at which they want to trave to. A black shimmering portal appears behind edgard whenever this ability is activated..
Fushi can bend himself through space itself to "wormhole" across planes: sometimes though... the journey doesn't account for time though and sometimes... sometimes it just doesn't even work.
Exert your Mind and spend an Action or Reaction. Select a Location which is at most 125 feet away horizontally or 25 feet away vertically. If you are using this Effect as a Reaction, you must travel at least 50 feet. Make a Trauma roll when you activate this Effect. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
Andrew Guy's form goes blurry around the edges, it becomes hard to focus on him, and suddenly, he appears to be standing elsewhere, as if he was always there.
Andrew is such an insignificant component of the universe that sometimes, errors occur, shifting his position in space to somewhere nearby as if he was always there.
Exert your Mind and spend an Action to activate. Select a Location which is at most 50 feet away horizontally or 10 feet away vertically. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls.
The user momentarily dissolves into a shadowy mist and reappears at the chosen location. The user briefly becomes incorporeal, merging with nearby shadows. After a brief moment of dark, swirling mist, they materialize at the chosen location.
When activating the ability, the user’s body becomes enveloped in dark, shifting shadows that blend with the surrounding darkness. As they leap, a brief, eerie chill may pervade the air, and faint whispers or murmurs might be heard, hinting at the dark magic involved. Upon arrival, the user reappears with a subtle flash of dark energy, the area around them momentarily darkening before returning to normal.
Spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
Possession of this Power grants the following Battle Scar: Chronic Ankle Instability.
Cartoon Oswald realises he doesn't have to obey the logic of "jumping"
Exert your Mind and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless Cartoon Logic is active/Cartoon Oswald is active.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.
The void is far more forgiving anf maleable when it comes to bending space and experiences Void Traveler will know how to use this to their advantage. Athena, being one such Void Traveler, is abke to use this to her advantage. In order for it to be easy and painless, traversing between the two planes, it pays for Athena to have a gift of the void somewhere on her body to make the transition easier.
Exert your Mind and spend an Action or Reaction to activate. Select a Location which is at most 50 feet away horizontally or 10 feet away vertically. This Effect cannot be used unless She has to have at least two Warp Form Augments on her in order to use Warp. They must give no functional benefit.. Make a Trauma roll when you activate this Effect.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may activate this effect while in free-fall, as long as your target Location is a surface on which you can land.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls.
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.